Equipment
Weapons
Ranged Weapons
Type | Damage | Ranges | Clip | Init | Str | Size | Availability | Tags | Example |
---|---|---|---|---|---|---|---|---|---|
Pistol, light | 2 | 20/40/80 | 500 | 0 | 2 | 1 | 2 | Q-7 | |
Pistol, heavy | 4 | 35/70/140 | 500 | -2 | 3 | 1 | 2 | SE-14C | |
Assault Rifle | 6 | 150/300/600 | 500 | -3 | 3 | 3 | 3 | Assault | DC-15A/S E-11 DLT-19 |
Rifle | 8 | 300/600/1200 | 50 | -5 | 2 | 2 | 3 | T21 | |
Laser-Crossbow | 8 | 150/300/600 | 1 | -4 | 3 | 2 | 3 | Chewbacca's Crossbow |
Damage: Indicates the number of bonus successes added to a successful attack. Firearms deal lethal damage against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers a short/medium/long ranges in yards. Attacks at medium range suffer a -1 penalty. Attacks at long range suffer a -2 penalty.
Clip: The number of rounds a gun can hold. A “+1” indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the gun.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a -1 penalty on attack rolls.
Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can be fired two-handed but not hidden on one's person
Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.
Tags:
- Assault: The weapon is capable of autofire, including short bursts, medium bursts, and long bursts. - Piercing: For each level of piercing ignore 1/1 Armor
Melee Weapons
Type | Damage | Init | Strength | Size | Availability | Tags |
---|---|---|---|---|---|---|
Knife | 0 | 0 | 1 | 1 | 1 | |
Vibroknife | 2 | -1 | 1 | 1 | 2 | |
Vibrosword | 4 | -2 | 2 | 2 | 2 | |
Lightsaber | 8 | -1 | 1 | 1 | 5 | melting |
tags: - melting: exactly what you'd expect
Explosives
Type | Damage | Init | Blast Area | Force | Strength | Size | Tags |
---|---|---|---|---|---|---|---|
Standard Thermaldetonator | +2 | 0 | 10 | 3 | 2 | 1 | Knockdown, Stun |
Molotov | +1 | -2 | 3 | 2 | 2 | 1 | Incendiary |
Stun | +0 | 0 | 5 | 2 | 2 | 1 | Knockdown, Stun |
Smoke Bomb | +0 | 10 | - | 2 | 1 | Concealment | |
Thermite | +3 | 5 | 4 | 2 | 1 | AP 8, Incendiary |
Armor
Type | Rating | Strength | Defense | Speed | Availability | Coverage |
---|---|---|---|---|---|---|
Bes'kar Armor light | 5/10 | 3 | -1 | 0 | 5, unless mando | Torso, arms, legs partially |
Bes'kar Armor heavy | 10/15 | 4 | -3 | -2 | 5, unless mando | Torso, arms, legs fully |
Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the slash is for general
armor, while the number after the slash is for ballistic armor.
Strength: If your character's Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by 1.
Defense: The penalty imposed on your character's Defense when wearing the armor.
Speed: The penalty to your character's Speed for the armor worn.
Availability: The cost in Resources dots or level of Social Merit needed to acquire the armor.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location (“Specified Targets”, above), the armor's protection applies. Wearing a helmet increases the armor's coverage to include a head)
Mental Equipment
Comlink: +2 on coordinated efforts when in contact with team